Difference between revisions of "Necrotise"
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|special =*Ignores [[AC]]<br>*Checks [[willpower]]}} | |special =*Ignores [[AC]]<br>*Checks [[willpower]]}} | ||
− | '''Necrotise''' is a level 1 [[Necromancy]] spell which fires a beam of [[negative energy]] against a single target; it must succeed against the enemy's [[willpower]] to function. If it kills the target, or the target is killed within | + | '''Necrotise''' is a level 1 [[Necromancy]] spell which fires a beam of [[negative energy]] against a single target; it must succeed against the enemy's [[willpower]] to function. If it kills the target, or the target is killed within 1.0 turn after, they will turn into a [[skeleton]] on your side. |
− | [[Necromancer]]s begin with this spell in their libraries. [[Kikubaaqudgha]] will | + | [[Necromancer]]s begin with this spell in their libraries. [[Kikubaaqudgha]] will always gift this spell at 1* of piety. |
==Useful Info== | ==Useful Info== | ||
Other than dealing direct damage, this spell creates [[derived undead]], in the form of skeletons. | Other than dealing direct damage, this spell creates [[derived undead]], in the form of skeletons. | ||
− | = | + | [[HD]] of skeletons depends on the [[spellpower]]: <code>minion_hd = mons_hd * (100 + pow) / 300</code>. This means that at the max spellpower skeletons will have 1/2 of their original HD. Skeletons will last for around 27 turns, regardless of spellpower. There is no limit to the amount of skeletons that you can create. |
− | This | ||
− | + | Necrotise has an [[enchantment power]] multiplier of x3.5, which makes it significantly harder to resist than other early-game spells. However, due to the low ''spell power'' cap, it struggles to affect enemies in the mid-game onwards. | |
− | + | ==Strategy== | |
+ | Necrotise deals decent, [[AC]] and [[EV]] ignoring damage. For an XL 1 [[Necromancer]], expect around a 60-80% chance to succeed (ignoring your own [[spell failure]] rate). | ||
− | + | Note that your own skeletons can block Necrotise's line of fire. | |
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==Monster Spell== | ==Monster Spell== |
Revision as of 12:15, 17 June 2023
Necrotise
Spell Details | |
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Damage Formula | 1d(4 + Power/5) |
Max Damage | 1d9 negative energy |
Max Power | 25 |
Range | 5 |
Targeting | Beam |
To-hit | Infinite |
Special | *Ignores AC *Checks willpower |
Necrotise is a level 1 Necromancy spell which fires a beam of negative energy against a single target; it must succeed against the enemy's willpower to function. If it kills the target, or the target is killed within 1.0 turn after, they will turn into a skeleton on your side.
Necromancers begin with this spell in their libraries. Kikubaaqudgha will always gift this spell at 1* of piety.
Contents
Useful Info
Other than dealing direct damage, this spell creates derived undead, in the form of skeletons.
HD of skeletons depends on the spellpower: minion_hd = mons_hd * (100 + pow) / 300
. This means that at the max spellpower skeletons will have 1/2 of their original HD. Skeletons will last for around 27 turns, regardless of spellpower. There is no limit to the amount of skeletons that you can create.
Necrotise has an enchantment power multiplier of x3.5, which makes it significantly harder to resist than other early-game spells. However, due to the low spell power cap, it struggles to affect enemies in the mid-game onwards.
Strategy
Necrotise deals decent, AC and EV ignoring damage. For an XL 1 Necromancer, expect around a 60-80% chance to succeed (ignoring your own spell failure rate).
Note that your own skeletons can block Necrotise's line of fire.
Monster Spell
Monsters have access to the Pain spell, which deals the same damage but doesn't create a skeleton.
History
- Necrotise was introduced in 0.29, combining the effect of Pain (without the self damage) and Animate Skeleton.